Windows* removed smpeg and mikmod dlls - this means MP3 and mod tracks can no longer be played* Updated bundled version of SDL libs, this provides support for flac audio tracks and webp images

Generic* Removed 3dgui* Significant work on UI* introduction of freecursor variables, default setting is 1; 0 disallows free movement, 1 frees the cursor when the UI is open and 2 frees it at all times* UIOverlay type which accepts no input* significantly improved Text Editor, based on the patches from Eduardo Terol* Tooltips* split animations into engine specific portion (idle, forward) and game specific portions (attack, block, taunt)* new decals and particles, mainly for "WaterGun Wars"* The engine will now complain if it cannot load a model, as opposed to silently killing performance as was done in the past.

FPS* reintegration of weapon subsystems* new map, Snowcourt by Kid_Matthew* new weapon and announcer sounds

RPG* overhaul item system - allows dynamic and varying values (ie Diablo), all items will still stack where possible.* new inventory management system - items are now managed as sets of identical bases* numerous script changes related to item code, the like of r_drop and r_equip now require T_INV references.* references now support lists; additional items can be pushed onto the end or removed from a random place. Index is specified by ref:idx, idx is assumed to be 0 when not specified for most commands.* r_script_signalappend command, this allows you to register extra commands per signal. For example an entity may use this to get a more specialised inventory on top of the basics for his type.* don't use static templates for characters/triggers/containers/obstacles/platforms. Definitions are now used as dynamic templates.* global vairables are now of the string type - shouldn't break existing code* models are now queued for preloading when assigned.* numerous new and functional interfaces for the UI system. * Includes trade and looting! * paperdoll equipment UI with by slot filtering for equipment* implemented merchant types, with trading rates, multiple currencies and even store credit.* Item categories are now defined as a stand alone item* use dynamic limits for applicable types, like faction and merchant.* map and newmap will now just return, rather than start the default game when no game's in progress.* commands to query the values of the delta stats (values changed via buffs)* rudimentary journal system; implemented as named buckets in which each contain multiple entries* "r_hudline" text for displaying important messages on screen, currently used to inform you of level ups.* Dialogue system is now node based - the command has been changed to r_script_node from r_script_say. Note the syntax is different so update your dialogue accordingly.* Split ATTACK_MAGIC into 4 subtypes, ATTACK_ARCANE, ATTACK_MIND, ATTACK_HOLY, ATTACK_DARKNESS* Ammunition can now be recovered for projectile based and thrown weapons.* Items that collide will now merge into a single stack, provided they're the same item (should help with performance).* throttle item and obstacle physics updates to once every 5 seconds if it is not airborne or has a velocity below 1 u/s, in addition align items with the ground, should improve performance as well.* areaeffects can now utilise lensflares and dynamic lights from their associated particle effect.* new references are now made in the first reference stack. To create a new reference in the current stack (if it doesn't exist there), use r_local. This behaviour change was made to mirror cubescript.* removed commands r_loop_equip and r_get_status_group - they were effectively useless in light of recent changes.

FPS related bugfixes* fix for adddynlights when checking entities with no attributes* fix for disconnects when talking in multiplayer

RPG related bugfixes since 2.7.1* fixed crash in the renderer when starting a game after aborting one* fixed recipe requirements calculations* fixed possible memory corruption when trying to use a reference of T_ITEM (rpgitem) as one of type T_INV* fixed possible crash with the non-temporary T_INV references when using r_destroy on its container.* fixed behaviour when aborting during game initialisation; you'll no longer be thrown into an empty map.* fixed memory leak when creating uses of type use_weapon or use_armour* fixed possible crash and weirdness from restoring rpgtrigger timestamps where lasttrigger > lastmillis would be true.* fixed possible issues when using r_select commands to select something of another type, when the inferred index is out of range.* fixed character status effects to not reset the attributes until right before the next iteration for status effects as opposed to the end of the update cycle; broke hpregen and mpregen buffs and the disply of deltas.* fixed restoring savegames in which factinos have a saved relationship* fixed incorect read/write order for an areaeffect's owner and its location

Upstream* Cubescript compiler tweaks* local command for restricting variables to a cubescript block* collect game mutator for the FPS* assorted bugfixes* fixed lightmap blurring* servcmd for the FPS for server mods

-f1 and E both toggle editmode in watergunwars (fps) mode-that "new toys" is now officially the most annoying thing in the world-needs more maps

general suggestion: would it be best to split up the modules into their own individual downloads until more progress is made on ssp and krs? I think most fps mode and rpg mode are likely the most used, this reduces filesize and allows us to focus on those projects.

chocolatepie33 wrote:would it be best to split up the modules into their own individual downloads until more progress is made on ssp and krs? I think most fps mode and rpg mode are likely the most used, this reduces filesize and allows us to focus on those projects.

It'll shave 20 Megabytes from the download... tops. - not worth it

Also about the "new toys" thing, my attempt at doing the announcers would've been far worse - you're lucky it's just that

Hirato wrote:It'll shave 20 Megabytes from the download... tops. - not worth it

Too bad - if only there weren't the package dependencies, I'd say that if people wanted the beta ssp and krs modes they could just SVN them.

Hirato wrote:Also about the "new toys" thing, my attempt at doing the announcers would've been far worse - you're lucky it's just that

It's not that I don't like it (it's quite creative and cool), but the way it's applied (especially on wwtest) is really annoying - can't it just play when you get a new weapon in your arsenal, not just when you get any ammo?

Runescapedj wrote:I already told Mike (and Matt), but for free-for-all the map spacectf doesn't work because it tries to load spacetf instead of spacectf

I remember we had a problem with that in... I think it was 2.4 or 2.5, there was the "no such entity as paltform" thing when you tried to add a platform entity.

I'm trying out 2.8 for the first time and I have noticed I can't get materials to work in SSP. I'll click on the material and get nothing even though it works perfectly fine in RPG and FPS. Was wondering if you guys were aware of this and if there is a work around solution? I'm trying to teach my class how to add materials for their SSP Map, I might have to switch back down to 2.7.1.

Also some other things I've noticed that may have already been documented:

1. Grid Lines seem to break up or disappear when moving the camera back farther and farther.2. Weird Graphic Issues in SSP when the camera gets behind objects. They tend to glow and get brighter and brighter.

I'm trying out 2.8 for the first time and I have noticed I can't get materials to work in SSP. I'll click on the material and get nothing even though it works perfectly fine in RPG and FPS. Was wondering if you guys were aware of this and if there is a work around solution? I'm trying to teach my class how to add materials for their SSP Map, I might have to switch back down to 2.7.1.

Also some other things I've noticed that may have already been documented:

1. Grid Lines seem to break up or disappear when moving the camera back farther and farther.2. Weird Graphic Issues in SSP when the camera gets behind objects. They tend to glow and get brighter and brighter.

Thanks,Sean

Material editing works fine for me.Are you perchance trying to add one of the invisible materials and have showmat disabled? (bound to M)

1. I'm not sure what you're talking about here. Are the lines flickering or something when you're really far away (and I mean REALLY far away)? If yes that's a a pretty typical issue with the depth buffer.2. These issues should only appear when things are inside walls or objects. With that said, I should probably update the camera routines to use proper collision methods, so this glitch isn't caused by the combination of the near plane and the camera being on the wall's boundary.